calminthenight's Recent Forum Activity

  • you could use a tilemap and check the tiles that surround another tile for other squares. If the right combination existed you could replace them with the new tiles for the bigger square or remove them and add an actual sprite at their position.

    If you didn't want to use tilemaps you could use the Bbox coordinates and check for similar, or you could use the is overlapping at offset.

  • Ah yes it may be, I can't remember when it was added. If you want to switch to the beta you'll have access. Elsewise you could ignore the hierarchy and add another event that picks the two objects and use every tick set childobjects Z-elevation to parentobjects Z-elevation.

  • I know it doesn't answer your same layer problem, but why is it necessary that they are on the same layer?

    You will need to create a layering system where sprites that are behind others are moved onto a lower layer. The demo in this thread, specifically the 'reveal' actions are what I think you are looking for.

    construct.net/en/forum/construct-3/how-do-i-8/set-invisible-part-sprite-144516

  • To post your project file you'll need to upload or save your project file to a cloud service like google drive etc. then create a shareable link and copy that link into a post in this thread.

  • Firstly can you clarify if you are looking to change the Z-elevation, or the Z index? As dop2000 said they are different things. If you are looking to create the particles at the rock coordinates, and there is only one rock, and then have the particles always be the same Z-elevation as the rock sprite, then you can use:

    On whatever condition then

    action -> Create object 'particles' Rock.x,Rock.y

    action -> Add child 'particles' to Rock (and make sure the Z-Elevation option is selected)

    action -> Set 'particles' Z-Elevation to Rock.Zelevation

    This will always match the particles Z-elevation to the rocks.

    If you only want to match the Z-elevation at time of creation and not have the particles z-elev transform to that of the rock later then you can uncheck the Z-elevation box when adding the child.

    If you have multiple rocks, you will need to use a pick condition that chooses the correct rock.

    demo here: 1drv.ms/u/s!AkmrWgxeuxlKhIcnLZBM7z8smX04dg

    If you're looking to move the particles to the same layer as the the parent then do what dop2000 suggested. Or if you know the layer that the rock is on then set it correctly in the create object action.

  • It does work exactly as you said it should. Make sure that when you add the particles to the parent you are not asking it to replicate the parent's Z-Elevation

  • I'd suggest there is an error somewhere else in your events causing the issue. I have just replicated your exact code and it works perfectly, although you have no redundancy for if both the player and box are overlapping the button, which will cause it to move twice. You could fix this by moving the door to var_doorYvalue+200 instead of self+200.

    Also check that you have collisions enabled on your box sprite

    Post your project file if not.

  • I would use variables for each slope like: Var_SlopeDirection, Var_SlopeInclineDecline

    Then use something like

    is ball overlapping slope

    & slope is direction X - set angle to ball.angle+1 or -1 (depending on slope direction)

    & slope is incline - set ball.movementspeed to ball.movementspeed-1

    Something along those lines to simulate the effect a slope would have on the ball

  • Best to refer to the manual for basic questions

    construct.net/en/make-games/manuals/construct-3/plugin-reference/mobile-advert

  • This could be caused by anything. You will need to share a link to your project file and include a detailed description of the issue in your post if you want someone to help

  • Your link is access restricted. You need to enable link sharing without access

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  • Just checking that you have set the 'first layout' property to your title screen layout?

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calminthenight

Member since 28 Jan, 2018

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